Files
Bubberstation/code/game/objects/effects/effect_system/effects_smoke.dm
2015-08-31 00:21:01 -06:00

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/////////////////////////////////////////////
//// SMOKE SYSTEMS
// direct can be optionally added when set_up, to make the smoke always travel in one direction
// in case you wanted a vent to always smoke north for example
/////////////////////////////////////////////
/obj/effect/effect/smoke
name = "smoke"
icon = 'icons/effects/96x96.dmi'
pixel_x = -32
pixel_y = -32
icon_state = "smoke"
opacity = 1
anchored = 0
mouse_opacity = 0
var/steps = 0
var/lifetime = 5
var/direction
/obj/effect/effect/smoke/proc/fade_out(frames = 16)
if(alpha == 0) //Handle already transparent case
return
if(frames == 0)
frames = 1 //We will just assume that by 0 frames, the coder meant "during one frame".
var/step = alpha / frames
for(var/i = 0, i < frames, i++)
alpha -= step
sleep(world.tick_lag)
/obj/effect/effect/smoke/New()
..()
create_reagents(500)
SSobj.processing |= src
lifetime += rand(-1,1)
/obj/effect/effect/smoke/Destroy()
SSobj.processing.Remove(src)
return ..()
/obj/effect/effect/smoke/proc/kill_smoke()
SSobj.processing.Remove(src)
spawn(0)
fade_out()
spawn(10)
qdel(src)
/obj/effect/effect/smoke/process()
lifetime--
if(lifetime < 1)
kill_smoke()
return 0
if(steps >= 1)
step(src,direction)
steps--
return 1
/obj/effect/effect/smoke/Crossed(mob/living/M)
if(!istype(M))
return
smoke_mob(M)
/obj/effect/effect/smoke/proc/smoke_mob(mob/living/carbon/M)
if(!istype(M))
return 0
if(lifetime<1)
return 0
if(M.internal != null || (M.wear_mask && (M.wear_mask.flags & BLOCK_GAS_SMOKE_EFFECT)))
return 0
if(M.smoke_delay)
return 0
M.smoke_delay++
spawn(10)
if(M)
M.smoke_delay = 0
return 1
/datum/effect/effect/system/smoke_spread
var/direction
var/smoke_type = /obj/effect/effect/smoke
/datum/effect/effect/system/smoke_spread/set_up(n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/effect/system/smoke_spread/start()
for(var/i=0, i<src.number, i++)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/smoke/S = PoolOrNew(smoke_type, location)
if(!direction)
if(src.cardinals)
S.direction = pick(cardinal)
else
S.direction = pick(alldirs)
else
S.direction = direction
S.steps = pick(0,1,1,1,2,2,2,3)
S.process()
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/bad
lifetime = 8
/obj/effect/effect/smoke/bad/process()
if(..())
for(var/mob/living/carbon/M in range(1,src))
smoke_mob(M)
/obj/effect/effect/smoke/bad/smoke_mob(mob/living/carbon/M)
if(..())
M.drop_item()
M.adjustOxyLoss(1)
M.emote("cough")
/obj/effect/effect/smoke/bad/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0) return 1
if(istype(mover, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = mover
B.damage = (B.damage/2)
return 1
/datum/effect/effect/system/smoke_spread/bad
smoke_type = /obj/effect/effect/smoke/bad
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/chem
icon = 'icons/effects/chemsmoke.dmi'
icon_state = ""
lifetime = 10
/obj/effect/effect/smoke/chem/process()
if(..())
var/fraction = 1/initial(lifetime)
for(var/obj/O in range(1,src))
if(O.type == src.type)
continue
reagents.reaction(O, VAPOR, fraction)
for(var/turf/T in range(1,src))
reagents.reaction(T, VAPOR, fraction)
var/hit = 0
for(var/mob/living/L in range(1,src))
hit += smoke_mob(L)
if(hit)
lifetime++ //this is so the decrease from mobs hit and the natural decrease don't cumulate.
/obj/effect/effect/smoke/chem/smoke_mob(mob/living/carbon/M)
if(lifetime<1)
return 0
if(!istype(M))
return 0
var/fraction = 1/initial(lifetime)
reagents.reaction(M, VAPOR, fraction)
lifetime--
return 1
/datum/effect/effect/system/smoke_spread/chem
var/obj/chemholder
smoke_type = /obj/effect/effect/smoke/chem
/datum/effect/effect/system/smoke_spread/chem/New()
..()
chemholder = PoolOrNew(/obj)
var/datum/reagents/R = new/datum/reagents(500)
chemholder.reagents = R
R.my_atom = chemholder
/datum/effect/effect/system/smoke_spread/chem/Destroy()
chemholder = null
return ..()
/datum/effect/effect/system/smoke_spread/chem/set_up(datum/reagents/carry = null, n = 5, c = 0, loca, direct, silent = 0)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
carry.copy_to(chemholder, 4*carry.total_volume) //The smoke holds 4 times the total reagents volume for balance purposes.
if(!silent)
var/contained = ""
for(var/reagent in carry.reagent_list)
contained += " [reagent] "
if(contained)
contained = "\[[contained]\]"
var/area/A = get_area(location)
var/where = "[A.name] | [location.x], [location.y]"
var/whereLink = "<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
if(carry.my_atom.fingerprintslast)
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)
more = "(<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>?</a>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</A>) "
message_admins("A chemical smoke reaction has taken place in ([whereLink])[contained]. Last associated key is [carry.my_atom.fingerprintslast][more].", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last associated key is [carry.my_atom.fingerprintslast].")
else
message_admins("A chemical smoke reaction has taken place in ([whereLink]). No associated key.", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.")
/datum/effect/effect/system/smoke_spread/chem/start()
var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
for(var/i=0, i<src.number, i++)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/smoke/chem/S = PoolOrNew(smoke_type, location)
if(!direction)
if(src.cardinals)
S.direction = pick(cardinal)
else
S.direction = pick(alldirs)
else
S.direction = direction
if(number == 1)
S.steps = 0
else if(number<=5)
S.steps = pick(0,1,1)
else if(number<=10)
S.steps = pick(0,1,1,1,2)
else
S.steps = pick(0,1,1,1,2,2,2,3)
if(chemholder.reagents.total_volume > 1) // can't split 1 very well
chemholder.reagents.copy_to(S, chemholder.reagents.total_volume/number) // copy reagents to each smoke, divide evenly
if(color)
S.color = color // give the smoke color, if it has any to begin with
else
// if no color, just use the old smoke icon
S.icon = 'icons/effects/96x96.dmi'
S.icon_state = "smoke"
S.process() //calling process right now so the smoke immediately attacks mobs.
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/sleeping
color = "#9C3636"
lifetime = 10
/obj/effect/effect/smoke/sleeping/process()
if(..())
for(var/mob/living/carbon/M in range(1,src))
smoke_mob(M)
/obj/effect/effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
if(..())
if(M.internal != null || (M.wear_mask && (M.wear_mask.flags & BLOCK_GAS_SMOKE_EFFECT)))
return
else
M.drop_item()
M.sleeping = max(M.sleeping,10)
M.emote("cough")
/datum/effect/effect/system/smoke_spread/sleeping
smoke_type = /obj/effect/effect/smoke/sleeping
var/obj/chemholder